Competitive Information for Mew [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Mew mew
Base Stats for Mew

Psychic

Abilities:
SynchronizeSynchronize: If another Pokemon burns/poisons/paralyzes this Pokemon, it also gets that status.


Evolutions / Family:
Mew

Weakness Chart for Psychic-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
2x
2x
  
  
0.5x
  
  
2x
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
0.5x
  
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for MewVisit Serebii's Pokedex for location, breeding, and other game details about MewVisit Bulbapedia for more information about Mew

Movesets for Singles


What is a good competitive moveset for Mew? These builds have been optimized for Pokemon competing in Diamond/Pearl Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Diamond/Pearl generation metagame.


Mew is an astounding Psychic-typed Pokemon. Mew is a usual Pokemon to see in Generation 4. Mew is weak to Bug, Dark, and Ghost-typed attacks.


Species: Mew
Item: Life Orb
Ability: Synchronize
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Superpower
- Double-Edge
- Outrage
- Zen Headbutt

Physical Sweeper Mew (Synchronize)

Mew is a legendary Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Superpower is a physical 120-base power Fighting-type move (lowers your Mew's attack and defense by 1 stage).
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Mew afterwards).
Zen Headbutt is a physical STAB-boosted 80-base power Psychic-type move (20% chance to flinch the target).




Species: Mew
Item: Life Orb
Ability: Synchronize
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic
- Overheat / Flamethrower
- Surf
- Ice Beam

Special Sweeper Mew (Synchronize)

Mew is a legendary Special Sweeper. It is meant to take down the opponent's team with high-damaging special attacks. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Overheat is a special 140-base power Fire-type move (lowers your Mew's special attack by 2 stages).
Flamethrower is a special 95-base power Fire-type move (10% chance to burn the target).
Surf is a special 95-base power Water-type move (hits adjacent pokemon. power doubles on dive).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).




Species: Mew
Item: Leftovers
Ability: Synchronize
Nature: Careful (+SpD, -SpA)
EVs: 252 Hp / 224 SpD / 32 Spe
Moveset:
- Knock Off / Psychic
- Taunt
- Giga Drain
- Roost

Mew Special Wall (Modern Mew**)

Mew is a legendary Special Wall. It tries to take a large amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Mew last longer regaining it's stamina every turn. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Knock Off is a physical 20-base power Dark-type move (target's item is lost and it cannot obtain another).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Taunt is a status move (for 3-5 turns, the target can't use status moves).
Giga Drain is a special 60-base power Grass-type move (Mew recovers 50% of the damage dealt).
Roost is a status move (heals 50% hp. flying-type removed until turn ends).



Movesets for Doubles


What is a good doubles moveset for Mew? These builds have been optimized for Diamond/Pearl Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Diamond/Pearl generation metagame.


Species: Mew
Item: Life Orb
Ability: Synchronize
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Earthquake
- Rock Slide
- Superpower
- Double-Edge

Doubles Physical Sweeper Mew (Synchronize)

Mew is a legendary Physical Sweeper. It was designed to take down the opponent's team with brute physical power. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Superpower is a physical 120-base power Fighting-type move (lowers your Mew's attack and defense by 1 stage).
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).




Species: Mew
Item: Life Orb
Ability: Synchronize
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Heat Wave / Overheat
- Surf
- Psychic
- Icy Wind

Doubles Special Sweeper Mew (Synchronize)

Mew is a legendary Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. With Synchronize, if another pokemon burns/poisons/paralyzes Mew it also gets that status.

Heat Wave is a special 100-base power Fire-type move (10% chance to burn the foes).
Overheat is a special 140-base power Fire-type move (lowers your Mew's special attack by 2 stages).
Surf is a special 95-base power Water-type move (hits adjacent pokemon. power doubles on dive).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).



Movepool


Wondering what moves can Mew learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Air Cutter
55
95%
25
High critical hit ratio. Hits adjacent foes.
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Aura Sphere
90
--
20
This move does not check accuracy.
Blizzard
120
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Brine
65
100%
10
Power doubles if the target's HP is 50% or less.
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Dark Pulse
80
100%
15
20% chance to flinch the target.
Dragon Pulse
90
100%
10
No additional effect.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Earth Power
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Energy Ball
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Fire Blast
120
85%
5
10% chance to burn the target.
Flamethrower
95
100%
15
10% chance to burn the target.
Flash Cannon
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Giga Drain
60
100%
10
User recovers 50% of the damage dealt.
Grass Knot
--
100%
20
More power the heavier the target.
Heat Wave
100
90%
10
10% chance to burn the foe(s).
Hyper Beam
150
90%
5
User cannot move next turn.
Ice Beam
95
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Night Shade
--
100%
15
Does damage equal to the user's level.
Ominous Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Overheat
140
90%
5
Lowers the user's Sp. Atk by 2.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Silver Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Sludge Bomb
90
100%
10
30% chance to poison the target.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Surf
95
100%
15
Hits adjacent Pokemon. Power doubles on Dive.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
120
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
95
100%
15
10% chance to paralyze the target.
Twister
40
100%
20
20% chance to flinch the foe(s).
Uproar
50
100%
10
Lasts 3-6 turns. Active Pokemon cannot sleep.
Vacuum Wave
40
100%
30
Usually goes first.
Water Pulse
60
100%
20
20% chance to confuse the target.
Whirlpool
15
70%
15
Traps and damages the target for 2-5 turns.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Aerial Ace
60
--
20
This move does not check accuracy.
Aqua Tail
90
90%
10
No additional effect.
Avalanche
60
100%
10
Power doubles if user is damaged by the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Brick Break
75
100%
15
Destroys screens, even if the target is immune.
Bug Bite
60
100%
20
User steals and eats the target's Berry.
Bullet Seed
10
100%
30
Hits 2-5 times in one turn.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Cut
50
95%
30
No additional effect.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Dive
80
100%
10
Dives underwater turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 1/3 recoil.
Dragon Claw
80
100%
15
No additional effect.
Drain Punch
60
100%
5
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Power doubles on Dig.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Explosion
500
100%
5
Hits adjacent Pokemon. The user faints.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
False Swipe
40
100%
40
Always leaves the target with at least 1 HP.
Feint Attack
60
--
20
This move does not check accuracy.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Fly
90
95%
15
Flies up on first turn, then strikes the next turn.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Cutter
10
95%
20
Power doubles with each hit, up to 160.
Giga Impact
150
90%
5
User cannot move next turn.
Gunk Shot
120
70%
5
30% chance to poison the target.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Head
80
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Knock Off
20
100%
20
Target's item is lost and it cannot obtain another.
Last Resort
130
100%
5
Fails unless each known move has been used.
Low Kick
--
100%
20
More power the heavier the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Outrage
120
100%
15
Lasts 2-3 turns. Confuses the user afterwards.
Payback
50
100%
10
Power doubles if the user moves after the target.
Pluck
60
100%
20
User steals and eats the target's Berry.
Poison Jab
80
100%
20
30% chance to poison the target.
Pound
40
100%
35
No additional effect.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Climb
90
85%
20
20% chance to confuse the target.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
50
80%
10
100% chance to lower the target's Speed by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seed Bomb
80
100%
15
No additional effect.
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Self-Destruct
400
100%
5
Hits adjacent Pokemon. The user faints.
Shadow Claw
70
100%
15
High critical hit ratio.
Sky Attack
140
90%
5
Charges, then hits turn 2. 30% flinch. High crit.
Steel Wing
70
90%
25
10% chance to raise the user's Defense by 1.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Sucker Punch
80
100%
5
Usually goes first. Fails if target is not attacking.
Super Fang
--
90%
10
Does damage equal to 1/2 target's current HP.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Thief
40
100%
10
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
U-turn
70
100%
20
User switches out after damaging the target.
Waterfall
80
100%
15
20% chance to flinch the target.
X-Scissor
80
100%
15
No additional effect.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Barrier
--
--
30
Raises the user's Defense by 2.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Block
--
--
5
Prevents the target from switching out.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Defog
--
--
15
-1 evasion; clears target side's hazards/screens.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Gastro Acid
--
100%
10
Nullifies the target's Ability.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Hail
--
--
10
For 5 turns, hail crashes down.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Iron Defense
--
--
15
Raises the user's Defense by 2.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Me First
--
--
20
Copies a foe at 1.5x power. User must be faster.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Pain Split
--
--
20
Shares HP of user and target equally.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
100%
20
Forces the target to switch to a random ally.
Rock Polish
--
--
20
Raises the user's Speed by 2.
Role Play
--
--
10
User replaces its Ability with the target's.
Roost
--
--
10
Heals 50% HP. Flying-type removed 'til turn ends.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Soft-Boiled
--
--
10
Heals the user by 50% of its max HP.
Spite
--
100%
10
Lowers the PP of the target's last move by 4.
Stealth Rock
--
--
20
Hurts foes on switch-in. Factors Rock weakness.
String Shot
--
95%
40
Lowers the foe(s) Speed by 1.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Swords Dance
--
--
30
Raises the user's Attack by 2.
Synthesis
--
--
5
Heals the user by a weather-dependent amount.
Tailwind
--
--
30
For 3 turns, allies' Speed is doubled.
Taunt
--
100%
20
For 3-5 turns, the target can't use status moves.
Teleport
--
--
20
Fails when used.
Thunder Wave
--
100%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
85%
10
Badly poisons the target.
Transform
--
--
10
Copies target's stats, moves, types, and Ability.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Will-O-Wisp
--
75%
15
Burns the target.
Worry Seed
--
100%
10
The target's Ability becomes Insomnia.

Combo List


These are a list of several common move combinations Mew can perform in Diamond/Pearl. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive DP Move and Ability Combos for Mew

Create a build


Have an idea in mind for Mew that you'd like to test? Customize the IVs, EVs and their Diamond/Pearl moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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